mirror of
https://github.com/ocornut/imgui.git
synced 2026-11-06 22:45:48 +01:00
634 lines
23 KiB
C++
634 lines
23 KiB
C++
#include <pthread.h>
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#include <unistd.h>
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#include <android/log.h>
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#include <EGL/egl.h>
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#include <GLES3/gl3.h>
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#include <dlfcn.h>
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#include <android/input.h>
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#include <fcntl.h>
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#include <dirent.h>
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#include <cstdio>
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#include <algorithm>
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#include <atomic>
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#include <vector>
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#include <deque>
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#include <mutex>
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#include <thread>
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#include <chrono>
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#include <memory>
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#include <string>
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#include "dobby.h"
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#include "imgui.h"
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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namespace Overlay {
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// ============================================================================
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// 常量定义
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// ============================================================================
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constexpr const char* kTag = "IL2CPP_Drive";
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constexpr const char* kGameModule = "libil2cpp.so";
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constexpr size_t kMaxLogSize = 30;
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constexpr size_t kMaxPlayers = 15;
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// ============================================================================
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// 日志系统类 (封装)
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// ============================================================================
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class Logger {
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public:
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static Logger& GetInstance() {
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static Logger instance;
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return instance;
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}
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void Print(const char* level, const char* fmt, ...) {
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char buf[1024];
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va_list args;
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va_start(args, fmt);
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vsnprintf(buf, sizeof(buf), fmt, args);
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va_end(args);
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__android_log_print(ANDROID_LOG_INFO, kTag, "%s%s", level, buf);
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std::lock_guard<std::mutex> lock(m_mutex);
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if (m_logs.size() >= kMaxLogSize) {
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m_logs.pop_front();
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}
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m_logs.emplace_back(buf);
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}
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const std::deque<std::string>& GetLogs() const { return m_logs; }
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std::mutex& GetMutex() { return m_mutex; }
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private:
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Logger() = default;
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std::deque<std::string> m_logs;
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std::mutex m_mutex;
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};
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#define LOG_INFO(...) Overlay::Logger::GetInstance().Print("", __VA_ARGS__)
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#define LOG_ERROR(...) Overlay::Logger::GetInstance().Print("[ERROR] ", __VA_ARGS__)
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// ============================================================================
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// 内存读取工具类 (封装与安全保障)
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// ============================================================================
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class MemoryReader {
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public:
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static bool IsValidAddress(uintptr_t address) {
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if (address < 0x10000000 || address > 0x00007FFFFFFFFFFF) return false;
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static int devRandomFd = open("/dev/random", O_WRONLY);
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if (devRandomFd < 0) {
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devRandomFd = open("/dev/null", O_WRONLY);
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}
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ssize_t ret = write(devRandomFd, reinterpret_cast<void*>(address), 4);
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return ret >= 0;
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}
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template <typename T>
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static T SafeRead(uintptr_t address) {
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if (!IsValidAddress(address)) return T{};
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return *reinterpret_cast<volatile T*>(address);
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}
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template <typename T>
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static T FastRead(uintptr_t address) {
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return *reinterpret_cast<volatile T*>(address);
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}
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};
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// ============================================================================
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// 游戏数据结构定义
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// ============================================================================
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struct DynamicOffsets {
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uint32_t x0ToAddr1 = 0x20;
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uint32_t addr1ToAddr2 = 0x10;
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uint32_t itemToAddr3 = 0x18;
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uint32_t addr3ToAddr4 = 0x30;
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uint32_t addr3ToAddr5 = 0x100;
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uint32_t addr3ToAddr6 = 0x70;
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uint32_t propGold = 0x20;
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uint32_t propHp = 0x30;
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uint32_t propMaxHp = 0x32;
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uint32_t propLevel = 0x50;
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uint32_t propMana = 0x28;
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};
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struct PlayerData {
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int32_t hp = 0;
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int16_t maxHp = 0;
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int32_t mana = 0;
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int32_t gold = 0;
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int32_t level = 0;
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float worldX = 0.0f, worldY = 0.0f, worldZ = 0.0f;
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float mapX = 0.0f, mapY = 0.0f;
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};
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struct DebugItem {
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uintptr_t base = 0, addr3 = 0, addr4 = 0, addr5 = 0, addr6 = 0;
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};
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struct DebugChain {
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uintptr_t baseX0 = 0, addr1 = 0, addr2 = 0;
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DebugItem items[kMaxPlayers];
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};
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struct GameSnapshot {
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bool inMatch = false;
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DynamicOffsets offsets;
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DebugChain debug;
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std::vector<PlayerData> players;
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};
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// ============================================================================
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// 触控管理类
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// ============================================================================
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class TouchManager {
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public:
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static TouchManager& GetInstance() {
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static TouchManager instance;
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return instance;
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}
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void ProcessEvent(AInputEvent* event) {
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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int32_t action = AMotionEvent_getAction(event) & AMOTION_EVENT_ACTION_MASK;
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float autoScaleX = m_renderW / m_physW;
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float autoScaleY = m_renderH / m_physH;
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m_x = (AMotionEvent_getX(event, 0) * autoScaleX) + m_offsetX;
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m_y = (AMotionEvent_getY(event, 0) * autoScaleY) + m_offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) m_isDown.store(true);
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else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) m_isDown.store(false);
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}
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}
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void UpdateRenderSize(float w, float h) { m_renderW = w; m_renderH = h; }
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float GetX() const { return m_x; }
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float GetY() const { return m_y; }
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bool IsDown() const { return m_isDown.load(); }
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float m_offsetX = 0.0f;
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float m_offsetY = 0.0f;
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float m_renderW = 0.0f;
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float m_renderH = 0.0f;
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private:
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TouchManager() = default;
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float m_x = 0.0f, m_y = 0.0f;
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std::atomic<bool> m_isDown{false};
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float m_physW = 3392.0f;
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float m_physH = 2400.0f;
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};
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// ============================================================================
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// 核心引擎引擎类 (单例,管理整个外挂生命周期)
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// ============================================================================
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class EngineCore {
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public:
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static EngineCore& GetInstance() {
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static EngineCore instance;
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return instance;
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}
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void InitWorkerThread() {
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std::thread(&EngineCore::DataWorkerLoop, this).detach();
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}
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std::shared_ptr<GameSnapshot> GetLatestSnapshot() {
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std::lock_guard<std::mutex> lock(m_snapshotMutex);
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return m_currentSnapshot;
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}
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DynamicOffsets GetOffsets() {
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std::lock_guard<std::mutex> lock(m_offsetMutex);
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return m_offsets;
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}
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void SetOffsets(const DynamicOffsets& offsets) {
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std::lock_guard<std::mutex> lock(m_offsetMutex);
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m_offsets = offsets;
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}
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void SetActorManager(uintptr_t address) {
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m_actorManager.store(address);
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}
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std::mutex& GetOffsetMutex() { return m_offsetMutex; }
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DynamicOffsets& GetOffsetsRef() { return m_offsets; }
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private:
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EngineCore() : m_currentSnapshot(std::make_shared<GameSnapshot>()) {}
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void DataWorkerLoop() {
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while (true) {
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auto newSnap = std::make_shared<GameSnapshot>();
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newSnap->offsets = GetOffsets();
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uintptr_t baseX0 = m_actorManager.load();
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if (baseX0 != 0 && MemoryReader::IsValidAddress(baseX0)) {
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newSnap->inMatch = true;
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newSnap->debug.baseX0 = baseX0;
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uintptr_t addr1 = MemoryReader::SafeRead<uintptr_t>(baseX0 + newSnap->offsets.x0ToAddr1);
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newSnap->debug.addr1 = addr1;
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if (addr1) {
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uintptr_t addr2 = MemoryReader::SafeRead<uintptr_t>(addr1 + newSnap->offsets.addr1ToAddr2);
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newSnap->debug.addr2 = addr2;
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if (addr2) {
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ParsePlayers(newSnap, addr2);
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}
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}
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}
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{
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std::lock_guard<std::mutex> lock(m_snapshotMutex);
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m_currentSnapshot = newSnap;
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(16));
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}
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}
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void ParsePlayers(std::shared_ptr<GameSnapshot>& snap, uintptr_t addr2) {
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for (size_t i = 0; i < kMaxPlayers; ++i) {
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uintptr_t item = MemoryReader::SafeRead<uintptr_t>(addr2 + 0x20 + (i * 0x8));
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snap->debug.items[i].base = item;
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if (!item) continue;
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uintptr_t addr3 = MemoryReader::SafeRead<uintptr_t>(item + snap->offsets.itemToAddr3);
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snap->debug.items[i].addr3 = addr3;
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if (!addr3) continue;
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PlayerData p;
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uintptr_t addr4 = MemoryReader::SafeRead<uintptr_t>(addr3 + snap->offsets.addr3ToAddr4);
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snap->debug.items[i].addr4 = addr4;
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if (addr4) {
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p.gold = MemoryReader::FastRead<int32_t>(addr4 + snap->offsets.propGold);
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p.hp = MemoryReader::FastRead<int32_t>(addr4 + snap->offsets.propHp);
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p.maxHp = MemoryReader::FastRead<int16_t>(addr4 + snap->offsets.propMaxHp);
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p.level = MemoryReader::FastRead<int32_t>(addr4 + snap->offsets.propLevel);
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}
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uintptr_t addr5 = MemoryReader::SafeRead<uintptr_t>(addr3 + snap->offsets.addr3ToAddr5);
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snap->debug.items[i].addr5 = addr5;
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if (addr5) {
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p.worldX = MemoryReader::FastRead<float>(addr5 + 0x0);
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p.worldZ = MemoryReader::FastRead<float>(addr5 + 0x4);
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p.worldY = MemoryReader::FastRead<float>(addr5 + 0x8);
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p.mana = MemoryReader::FastRead<int32_t>(addr5 + snap->offsets.propMana);
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}
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uintptr_t addr6 = MemoryReader::SafeRead<uintptr_t>(addr3 + snap->offsets.addr3ToAddr6);
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snap->debug.items[i].addr6 = addr6;
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if (addr6) {
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p.mapX = MemoryReader::FastRead<float>(addr6 + 0x50);
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p.mapY = MemoryReader::FastRead<float>(addr6 + 0x54);
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}
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if (p.maxHp > 0 && p.maxHp < 50000) {
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snap->players.push_back(p);
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}
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}
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}
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std::shared_ptr<GameSnapshot> m_currentSnapshot;
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std::mutex m_snapshotMutex;
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DynamicOffsets m_offsets;
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std::mutex m_offsetMutex;
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std::atomic<uintptr_t> m_actorManager{0};
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};
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// ============================================================================
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// UI 渲染器 (分离界面绘制逻辑)
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// ============================================================================
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class UIRenderer {
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public:
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static void RenderFrame(float w, float h, std::shared_ptr<GameSnapshot>& snap) {
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static bool initialized = false;
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if (!initialized) {
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InitializeImGui();
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initialized = true;
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}
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auto& touch = TouchManager::GetInstance();
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2(w, h);
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io.MousePos = ImVec2(touch.GetX(), touch.GetY());
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io.MouseDown[0] = touch.IsDown();
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float finalScale = std::max(1.0f, h / 1000.0f) * m_userScale;
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ImGuiStyle& style = ImGui::GetStyle();
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style = m_defaultStyle;
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style.ScaleAllSizes(1.2f * finalScale);
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style.WindowRounding = 12.0f;
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io.FontGlobalScale = 1.2f * finalScale;
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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if (touch.IsDown()) {
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ImGui::GetForegroundDrawList()->AddCircleFilled(io.MousePos, 20.0f, IM_COL32(0, 255, 0, 200));
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}
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DrawMainWindow(w, h, snap);
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if (m_showDebugger) DrawDebugger(w, h, snap);
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if (m_showRadar && snap->inMatch) DrawRadar(w, h, snap, finalScale);
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ImGui::Render();
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}
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static bool m_isHookInstalled;
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static std::string m_hookStatusMsg;
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private:
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static float m_userScale;
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static ImGuiStyle m_defaultStyle;
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static bool m_showDebugger;
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static bool m_showRadar;
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static void InitializeImGui() {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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ImGuiIO& io = ImGui::GetIO();
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m_defaultStyle = ImGui::GetStyle();
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const char* systemFonts[] = { "/system/fonts/SysSans-Hans-Regular.ttf", "/system/fonts/NotoSansCJKjp-Regular.otc" };
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for (const char* fontPath : systemFonts) {
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if (access(fontPath, R_OK) == 0) {
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io.Fonts->AddFontFromFileTTF(fontPath, 32.0f, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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break;
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}
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}
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}
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static void DrawMainWindow(float w, float h, std::shared_ptr<GameSnapshot>& snap) {
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ImGui::SetNextWindowPos(ImVec2(30, 30), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.6f, h * 0.45f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("IL2CPP 性能极客版透视框架 [重构版]")) {
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ImGui::BeginChild("HookController", ImVec2(0, 70), true);
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if (!m_isHookInstalled) {
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.2f, 0.2f, 1.0f));
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if (ImGui::Button("🔴 注入基址", ImVec2(-1, 40))) {
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extern void InstallHooks();
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InstallHooks();
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}
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ImGui::PopStyleColor();
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} else {
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ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), "✅ Hook 注入完成!");
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}
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ImGui::Text("状态: %s", m_hookStatusMsg.c_str());
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ImGui::EndChild();
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if (ImGui::CollapsingHeader("基础校准")) {
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ImGui::SliderFloat("菜单缩放", &m_userScale, 0.5f, 2.0f);
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ImGui::Checkbox("雷达 (Radar)", &m_showRadar); ImGui::SameLine();
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ImGui::Checkbox("指针断点调试", &m_showDebugger);
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}
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ImGui::TextColored(ImVec4(0, 1, 0, 1), "状态: %s", snap->inMatch ? "局内" : "等待数据...");
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if (ImGui::BeginTable("PlayersTable", 5, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg)) {
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ImGui::TableSetupColumn("等级"); ImGui::TableSetupColumn("血量");
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ImGui::TableSetupColumn("蓝量"); ImGui::TableSetupColumn("金币");
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ImGui::TableSetupColumn("坐标"); ImGui::TableHeadersRow();
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for (const auto& p : snap->players) {
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ImGui::TableNextRow();
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ImGui::TableNextColumn(); ImGui::Text("Lv.%d", p.level);
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ImGui::TableNextColumn(); ImGui::Text("%d/%d", p.hp, p.maxHp);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.mana);
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ImGui::TableNextColumn(); ImGui::Text("%d", p.gold);
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ImGui::TableNextColumn(); ImGui::Text("%.0f, %.0f", p.mapX, p.mapY);
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}
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ImGui::EndTable();
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}
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}
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ImGui::End();
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}
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static void DrawRadar(float w, float h, std::shared_ptr<GameSnapshot>& snap, float finalScale) {
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ImGui::SetNextWindowPos(ImVec2(w - 350, 30), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(300, 300), ImGuiCond_FirstUseEver);
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ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0, 0, 0, 0.5f));
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if (ImGui::Begin("Radar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize)) {
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ImVec2 p0 = ImGui::GetCursorScreenPos();
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ImVec2 size = ImGui::GetContentRegionAvail();
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ImDrawList* dl = ImGui::GetWindowDrawList();
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dl->AddRect(p0, ImVec2(p0.x + size.x, p0.y + size.y), IM_COL32(255, 255, 255, 100));
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for (const auto& p : snap->players) {
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float nX = p.mapX / 10000.0f;
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float nY = p.mapY / 10000.0f;
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float rX = p0.x + (nX * size.x);
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float rY = p0.y + size.y - (nY * size.y);
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if (nX > 0 && nX < 1 && nY > 0 && nY < 1) {
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dl->AddCircleFilled(ImVec2(rX, rY), 5.0f * finalScale, IM_COL32(255, 0, 0, 255));
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}
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}
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}
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ImGui::End();
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ImGui::PopStyleColor();
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}
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static void DrawDebugger(float w, float h, std::shared_ptr<GameSnapshot>& snap) {
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ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.65f, h * 0.85f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("指针断点排错器")) {
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if (ImGui::CollapsingHeader("动态偏移修改面板 (十进制)", ImGuiTreeNodeFlags_DefaultOpen)) {
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auto& engine = EngineCore::GetInstance();
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std::lock_guard<std::mutex> lock(engine.GetOffsetMutex());
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auto& offsets = engine.GetOffsetsRef();
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auto drawOffsetBtn = [](const char* label, uint32_t& val) {
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ImGui::PushID(&val);
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ImGui::TextColored(ImVec4(0.5f, 0.8f, 1.0f, 1.0f), "%s -> 当前: %d (0x%X)", label, val, val);
|
||
if (ImGui::Button("-4")) { if (val >= 4) val -= 4; else val = 0; } ImGui::SameLine();
|
||
if (ImGui::Button("+4")) val += 4;
|
||
ImGui::Separator();
|
||
ImGui::PopID();
|
||
};
|
||
|
||
drawOffsetBtn("地址1", offsets.x0ToAddr1);
|
||
drawOffsetBtn("英雄数组", offsets.addr1ToAddr2);
|
||
drawOffsetBtn("实体数据", offsets.itemToAddr3);
|
||
}
|
||
ImGui::Separator();
|
||
|
||
if (ImGui::CollapsingHeader("实时运行日志", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||
ImGui::BeginChild("LogRegion", ImVec2(0, 120), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
|
||
auto& logger = Logger::GetInstance();
|
||
std::lock_guard<std::mutex> lock(logger.GetMutex());
|
||
for (const auto& log : logger.GetLogs()) { ImGui::TextUnformatted(log.c_str()); }
|
||
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) ImGui::SetScrollHereY(1.0f);
|
||
ImGui::EndChild();
|
||
}
|
||
}
|
||
ImGui::End();
|
||
}
|
||
};
|
||
|
||
float UIRenderer::m_userScale = 1.0f;
|
||
ImGuiStyle UIRenderer::m_defaultStyle;
|
||
bool UIRenderer::m_showDebugger = false;
|
||
bool UIRenderer::m_showRadar = true;
|
||
bool UIRenderer::m_isHookInstalled = false;
|
||
std::string UIRenderer::m_hookStatusMsg = "等待点击注入...";
|
||
|
||
// ============================================================================
|
||
// Dobby Hook 回调函数与模块基址寻找 (C 风格回调区)
|
||
// ============================================================================
|
||
struct ModuleInfo {
|
||
const char* name;
|
||
uintptr_t base;
|
||
};
|
||
|
||
int DlIterateCallback(struct dl_phdr_info *info, size_t size, void *data) {
|
||
auto* modInfo = reinterpret_cast<ModuleInfo*>(data);
|
||
if (info->dlpi_name && strstr(info->dlpi_name, modInfo->name)) {
|
||
modInfo->base = info->dlpi_addr;
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
uintptr_t GetModuleBase(const char* moduleName) {
|
||
ModuleInfo info = {moduleName, 0};
|
||
dl_iterate_phdr(DlIterateCallback, &info);
|
||
|
||
if (info.base == 0) {
|
||
if (FILE* f = fopen("/proc/self/maps", "r")) {
|
||
char line[512];
|
||
while (fgets(line, sizeof(line), f)) {
|
||
if (strstr(line, moduleName)) {
|
||
uintptr_t start;
|
||
if (sscanf(line, "%lx", &start) == 1) { info.base = start; break; }
|
||
}
|
||
}
|
||
fclose(f);
|
||
}
|
||
}
|
||
return info.base;
|
||
}
|
||
|
||
typedef void (*InitActorParamsFunc)(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7);
|
||
static InitActorParamsFunc g_oldInitActorParams = nullptr;
|
||
|
||
void HookInitActorParams(void* x0, void* x1, void* x2, void* x3, void* x4, void* x5, void* x6, void* x7) {
|
||
if (x0 != nullptr && reinterpret_cast<uintptr_t>(x0) > 0x10000000) {
|
||
EngineCore::GetInstance().SetActorManager(reinterpret_cast<uintptr_t>(x0));
|
||
}
|
||
if (g_oldInitActorParams) {
|
||
g_oldInitActorParams(x0, x1, x2, x3, x4, x5, x6, x7);
|
||
}
|
||
}
|
||
|
||
void InstallHooks() {
|
||
if (UIRenderer::m_isHookInstalled) return;
|
||
|
||
uintptr_t base = GetModuleBase(kGameModule);
|
||
if (!base) {
|
||
UIRenderer::m_hookStatusMsg = "未找到 libil2cpp.so!";
|
||
LOG_ERROR("未找到目标游戏模块模块!");
|
||
return;
|
||
}
|
||
|
||
uintptr_t targetAddr = base + 0x73507bc;
|
||
LOG_INFO("真实基址: 0x%lx, 目标: 0x%lx", base, targetAddr);
|
||
|
||
void* pageStart = reinterpret_cast<void*>(targetAddr & ~0xFFF);
|
||
mprotect(pageStart, 0x2000, PROT_READ | PROT_WRITE | PROT_EXEC);
|
||
|
||
int ret = DobbyHook(reinterpret_cast<void*>(targetAddr),
|
||
reinterpret_cast<void*>(HookInitActorParams),
|
||
reinterpret_cast<void**>(&g_oldInitActorParams));
|
||
|
||
if (ret == 0) {
|
||
UIRenderer::m_isHookInstalled = true;
|
||
UIRenderer::m_hookStatusMsg = "✅ 核心 Hook 注入成功!";
|
||
LOG_INFO("手动安装 Hook 成功!");
|
||
} else {
|
||
UIRenderer::m_hookStatusMsg = "❌ 挂钩失败";
|
||
LOG_ERROR("挂钩失败, 返回码: %d", ret);
|
||
}
|
||
}
|
||
|
||
// ---------------- EGL & Input Hook ----------------
|
||
typedef int (*InputConsumerConsumeFunc)(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent);
|
||
static InputConsumerConsumeFunc g_oldConsume = nullptr;
|
||
|
||
int HookConsume(void* instance, void* factory, bool consumeBatches, int64_t frameTime, uint32_t* outSeq, void** outEvent) {
|
||
int res = g_oldConsume(instance, factory, consumeBatches, frameTime, outSeq, outEvent);
|
||
if (res == 0 && outEvent && *outEvent) {
|
||
TouchManager::GetInstance().ProcessEvent(reinterpret_cast<AInputEvent*>(*outEvent));
|
||
}
|
||
return res;
|
||
}
|
||
|
||
typedef EGLBoolean (*EglSwapBuffersFunc)(EGLDisplay dpy, EGLSurface surface);
|
||
static EglSwapBuffersFunc g_oldEglSwapBuffers = nullptr;
|
||
|
||
EGLBoolean HookEglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
|
||
EGLint w = 0, h = 0;
|
||
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
|
||
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
|
||
|
||
if (w <= 0 || h <= 0) return g_oldEglSwapBuffers(dpy, surface);
|
||
|
||
TouchManager::GetInstance().UpdateRenderSize(static_cast<float>(w), static_cast<float>(h));
|
||
auto snapshot = EngineCore::GetInstance().GetLatestSnapshot();
|
||
|
||
GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport);
|
||
GLint depthTest; glGetIntegerv(GL_DEPTH_TEST, &depthTest);
|
||
|
||
glDisable(GL_DEPTH_TEST);
|
||
glViewport(0, 0, w, h);
|
||
|
||
UIRenderer::RenderFrame(static_cast<float>(w), static_cast<float>(h), snapshot);
|
||
|
||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||
|
||
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
|
||
if (depthTest) glEnable(GL_DEPTH_TEST);
|
||
|
||
return g_oldEglSwapBuffers(dpy, surface);
|
||
}
|
||
|
||
void* BootstrapThread(void*) {
|
||
void* eglSym = nullptr;
|
||
while (!(eglSym = DobbySymbolResolver("libEGL.so", "eglSwapBuffers"))) { sleep(1); }
|
||
DobbyHook(eglSym, reinterpret_cast<void*>(HookEglSwapBuffers), reinterpret_cast<void**>(&g_oldEglSwapBuffers));
|
||
|
||
void* inputSym = nullptr;
|
||
while (!(inputSym = DobbySymbolResolver("libinput.so", "_ZN7android13InputConsumer7consumeEPNS_26InputEventFactoryInterfaceEblPjPPNS_10InputEventE"))) { sleep(1); }
|
||
DobbyHook(inputSym, reinterpret_cast<void*>(HookConsume), reinterpret_cast<void**>(&g_oldConsume));
|
||
|
||
EngineCore::GetInstance().InitWorkerThread();
|
||
return nullptr;
|
||
}
|
||
|
||
} // namespace Overlay
|
||
|
||
// ============================================================================
|
||
// 模块入口点
|
||
// ============================================================================
|
||
__attribute__((constructor)) void InitializePlugin() {
|
||
pthread_t threadId;
|
||
pthread_create(&threadId, nullptr, Overlay::BootstrapThread, nullptr);
|
||
}
|